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SunWu II.

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  1. SunWu II. liked a post in a topic by Zyna in [PvP] Delete/Change Yrmia/Wazhai from the mappool !? + Random Maps   
    Random maps will be added to the ranked pool for 1vs1 and 2vs2 in the upcoming weeks.
  2. Loriens liked a post in a topic by SunWu II. in True PvP Experience   
    phasetower go pew
  3. Loriens liked a post in a topic by SunWu II. in Skylords Reborn Championship (11.07)   
    Esepcially against the slow frost T1 you can and should always block a close well with swift units. Regarding the tournie's map pool a tower ban makes T1 relatively fair, i think. For example frost T1 might now have a certain advantage on Yrmia (short distances) while still being the underdog on Uro (looong distances).
    I personally like this towerban cause it means less turtling into T3 and more action: more fun to play and watch.
  4. Loriens liked a post in a topic by SunWu II. in True PvP Experience   
    phasetower go pew
  5. SunWu II. liked a post in a topic by RadicalX in Skylords Reborn Championship (11.07)   
    Hello Skylords and Skyladies! Today I want to announce the next big Battleforge PvP Tournament!
    Who is going to be the new Master of the Forge to show the world, that he mastered his decks and strategies to beat them all for fame, glory and obviously tons of bfp? Time to find out! 
     
     
    Who can participate?
    Everyone! I will be thankful for every single participant! Even if you're not that confident at reaching grand finals to get a shot for winning the whole thing, there will be lots of opportunities to win prices and I would like to stream and review as many games as possiblle through all skillbrackets! It would be great to see a large variety of decks and playstyles! 
    SIGN UP TO THE TOURNAMENT: https://challonge.com/tournaments/signup/aUNkP0atnG#/signup/205xjl4u7pp
    If you end up having problems with the registration talk to me! 
     
    Format
    It will be a 1vs1 Double Elimination best of 3 tournament, the grand final will be best of 5 (one match, no reset). Winner and losers finals will be all played on stream (the basic Toggy-format).
     
    Prize Pool 
    1st place: 5000 Bfp + Promo Construct
    2nd place: 3000 Bfp + Wheel of Gifts
    3rd place: 2000 Bfp + Juggernaut
    4th place: 1500 Bfp
    Every other participant, that shows up and plays his matches gets 1 Booster!! You don't have to reach top 4 to win something in this tournament!
     
    Awards
    There will be special awards for special and entertaining plays during the tournament. Everyone, who sends me the replays at the end of the tournament gets a shot at winning!! 
     
    -> Best match of the Tournament: By that I mean the closest and most instense games! Perfect mechanical execution isn't necessary to win this award, it just has to be super exciting! The 3 best games will be rewarded with 500bfp for each player who took place in one of the matches. 
    -> Creative Player Award: Make a creative deck or non meta strategy work in this tournament! The 3 most impressive strategies will be rewarded with 500bfp each. 
    -> There will be even more hidden awards like the Toggy Award, so stay tuned! In total I will use up more than 5.000 bfp (I might even increase that number) to reward special plays and matches regardless on how high you placed in the tournament. UPDATE: We got another 10.000bfp donation for awards!
     
    To be considered for the award ceremony you have to send me your replays! You can upload them in this forum thread or send them to me via discord (RadicalX#0952)! Please consider, that I had to change my discord account, so don't send your replays to the old one! I want to upload as many tournament replays on my youtube channel as possible!
     
    When?
    On 11.07.20 starting at 2pm CEST (Berlin time), the stream will start about 30 minutes in advance! 
     
    How to watch?
    There will be a livestream during the tournament: https://www.twitch.tv/radicalx5 
    I also want to cast alot of replays on my youtube channel and also announce the award winners: https://www.youtube.com/channel/UC3rZG7pzo3GYO0wR3Jx9F7w
    Will be thankful for every viewer! 
     
    Rules 
    Disconnection during a game results in a default loss. If both sides agree it is possible to have a remake!
    Not showing up to your match within 15 minutes results in a default loss. The plan is to play a round of matches every ~30 mins.
    After your match go to Challonge and insert the result. That is done by clicking on your match and selecting the winner/stats. The brackets will be updated automatically.
    The Map Pool is: Haladur, Simai, Wazhai, Elyon, Lajesh, Yrmia and Uro (same pool as in ranked duel). The first match of the round will be played on Haladur, then it is losers choice. Second round will start with Simai, third one... you get the drill.
    The brackets for the tournament will be shuffled before the tournament starts.
    Please save your replays by renaming them after you game or selecting the safe all replays option and send them to me unless your game were played on stream! 
    Internal rules like "no wall agreements" have to be agreed on in text form to be an official ruling and if any of those internal agreements are violated it counts as a default loss
    No insulting! 
    BANNED CARDS: CURSE WELL; MORTAR TOWER; PHASETOWER - using one of these cards results in a default loss. If both sides agree it is possible to have a remake! 
     
     
     
     
    Reply in this thread, if you have any questions! Big shoutouts to Yuah & MephistoRoss for donating huge amounts of bfp to make this large price pool possible! 
    Quick reminder, that we have a discord tutoring server. If anyone wants to prepare for the tourney, feel free to join here: https://discord.gg/dZzKexQ
    All I can do at this point is quoting Toggy: "I would love to see this community grow again and the competitive scene develop aswell. Because BF is fun!" 
    Looking forward to a great tournament!  
     
    Best regards,
    RadicalX 
  6. Karl Lavafeld liked a post in a topic by SunWu II. in Battleforge undocumented details   
    Another interesting thing i witnessed earlier: When a ranged unit fires a projectile and gets swapped by nightguard while the projectile is mid air, no damage is done. Probably also works that way with parasite swarm, mindweaver and mind control.
  7. SunWu II. liked a post in a topic by Karl Lavafeld in Battleforge Music remix   
    Years ago i did a remix of Battleforge music. Nothing special just took me some hours.
    I was asked to upload it.
    Here you go.
    Enjoy!
    Kind regards
    Battleforge-beat-emmaerzeh2.mp3
  8. SunWu II. liked a post in a topic by Treim in Battleforge undocumented details   
    Some additions that i missed here which might otherwise lead to people not getting the whole picture - also the info is redundant in some places:
    Onto my additions:
    Essentially there is different types of damage buffing and then there is also debuffing.
    Buffing consists of spells that are pure damage buffs such as Motivate, Home Soil and Unholy Hero.
    I believe that Unholy Power stacks because it is not a pure damage buff but a hybrid card --> as in the effect applies to either reduce damage or increase damage based on which action the unit  does/effects first. It is the only card of its type.
    Then there is unit abiilitiies that increase damage such as Bloodhorn which are independent of these buffs and stack with all of them --> I am not sure if this is allows the maximum amplification of 300%  to be circumenvented (requires testing)
    In addition to this there is damage debuffs that do not effect ones own units but enemy units --> While snapjaws is a premiere example of this there are many more examples such as Frostbite(tainted), Mumbo Jumbo (fire) as well as Fallen Skyelf (unit ability).
    Swfit Cavalry M units can also trample S units and deal 3 damage per hit squad member. This category consists of only Dreadcharger, Nomads and Lyrish Knight (only works if you have a building nearby --> damage buff applies to trampling).
    This is true for any and all attack animations and abilities. The buff has to be on the unit when the damage is actually applied. The start or end of any (attack/ ability) animation is not relevant for this at all.
    That means that e.g. you can apply buffs when projectiles from ranged units are already midair and it still counts for those projectiles (This also applies for melee attacks) . That also means that if units die before the last projectiles land, those last projectiles will have no buffs to them applied. This is most prominent with Shadow Phoenix which can not be buffed as the game applies the damage after the unit is killed by its kamikaze attack.
     
  9. SunWu II. liked a post in a topic by Karl Lavafeld in Battleforge undocumented details   
    I found this in the depth of www and repost it here. Hope there is no similar thread existing allready. Some things might be outdated if so tell me then I ll change it. If you know more undocumented details post them in this thread. 
    Kind regards
     
    Battleforge undocumented details
    * Frozen units only take 50% damage.
    * Corpses last on the ground for just-about 17 seconds.
    * Embalmer's Shrine, which makes corpses give more life points, does not help your enemies' corpse gathering, but it helps your allies.
    * Homesoiled units have their bonus for a little (about 2-3m) less than the max root link distance.
    BUFF STACKING
    * Damage buffs not stack only biggest buff is applied. 

    * Damage reduction does stack until 90% is reached.The damage can further be increased by cards that say "the unit only takes x % damage" instead of the unit gets x % damage less.  But not clear how this 2 different kinds of 
    DISENCHANT (GREEN): It's Debuff-blocking allows you to use a unit's abilities under a Mark of the Keeper and also prevents Mind Control.
    ORBS:
    I also saw this conversation on bfcards:
    Kaldra: you know when you abort and not build orb you gain 75 power back? means you just waste 25 power...
    CARD RECHARGE RATE
    If you have no charges left on a card, its recharge time is equal to half of its cost in power or its stated recharge time, whichever is longer. Upgrades that reduce power cost can reduce recharge time in this way.
    Breeding grounds reduces not just the base cost, but the real cost of a unit. i.e. A drake is normally 100, with 90 going to void on death, with BG it is 70 with 63 going to void on death.
    ATTACK TYPE VS ENEMY SIZE
    I was amazed the first time I heard about paying attention to a unit's attack mode (Special, Small, Medium, Large, Extra Large) in regards to the opponents unit, as if they match said attacking unit will be dealing 150% damage (total. Meaning 100% + 50%).
    DAMAGE
    I wouldn't say it's not well known, but the damage number on a card is the amount it will do in 20 seconds of constant attacking.
    REGENERATION
    Regeneration stacking thread:
    link1 and link2
    In short, wheel of Juvenesce stacks with any 1 (one) other form of regen Except Viridya. Any other regen combo actually cancels all regen. Nature affinity root nexus is notorious for this.
    * Strength and Resilience stack since the last patch; juves does not.
    WALLS
    Did you know you can shoot at buildings and XL units over walls? But not anything else?
    You can shoot at buildings and XL's through walls only if they were targeted before the gate was closed. Otherwise they will just shoot at the gate.
    BREEDING GROUNDS
    hmmm i believe breeding grounds work for allies
    but not sure if juice tank does
    Breeding Grounds does work for allies, but Juice Tank and Resource Booster do not.
    STAMPEDE
    * ground units can not pass over unused monument/well slots. obvious? yes!
    but why are these mos and juggernauts always ramming into my well/monument clusters, instead of stampeding alongside of them?
    if you want to destroy wells/monuments standing in a line, stampede parallel but very close to this line and destroy all of them (or at least get your stampede max dmg out) instead of running into it from the side, thus destroying only 1-2 wells.
    * XL units stampede S and M units, knocking them back and dealing 10 damage for each squad member. L units stampede S units, knocking them back and dealing 10 damage to each squad member.
    ** UPDATE 2009.11.06. **
    MIND CONTROL
    PVE enemies are classed differently on each PVE map when it comes to mind control abilities. Some maps you can swap stonekin warriors, some you can't, some maps you can swap vilebloods/destroyers/horrors and some you can't. 2 good examples of this: Soultree all destroyers and horrors (at the beginning) can be swapped, but they cannot be swapped on Nightmare Shard (one of the first fights is against a horror). On Convoy all the stonekin warriors (the one's with charges) can be swapped, but on Soultree (on the path where you protect Viridya) they cannot.
    So in other words, just cause a mob can't be swapped on one map, you may want to test it on another, on many maps anything up to L is fair game for a swap, including rageflames/stonekin warriors/vilebloods/destroyers/horrors/aggressors/windhunters/alpha birds and I'm not sure on some of the bandit lieutenants, but I doubt any of them can be. This probably is also true for many creatures when it comes to parasite swarm, and amazon beast control.
    ** UPDATE 2009.11.09. **
    RAGE
    *Like the fact that 'rage' makes an attacking unit build up attack power while attacking until it has 4x base damage. This resets after not attacking for 5 seconds.
    * It's 5 seconds for most cards, the only one I know of that is longer is the Fire Dragon at 10 seconds.
    ** UPDATE 2009.11.11. **
    LEGENDARY UNITS
    * There can be 2 legendary units on the field, if they dont have the same upgrade level
    GRAVITY SURGE
    * Flying units under the effect of Gravity Surge (Tainted version) are not damaged by Aura of Corruption.
    MIND CONTROL
    * If a Parasite Swarm mind controls a Shadow Phoenix after it has started to crash dive, the dive will not be interrupted and it will damage the units of the Shadow Phoenix's previous owner.
    ORBS
    * you get "only" 75 power back when you destroy your orb while beeing build. Therfor you loose 25 power. (new orb costs 100 afterwards)
    ** UPDATE 2009.11.13. **
    1.Buffing:
    Damage amplification:
    I've done some extensive testing and found that Unholy Power stacks up to 2 times for +100% damage, this double stack can also be stacked with any of the following buffs.
    Homesoil
    Motivate
    Soul Splicer
    Unholy hero
    Of all of these buffs none stack with one another besides with Unholy Power and that the highest achievable amplification of damage is 300% Via Unholy hero+ Unholy Powerx2. Snapjaw (fire) will also increase this damage on whichever target is the focus of the fully buffed unit.
    Damage Reduction: Stacks such as life weaving, defenders stance, and crystal fiend (frost)
    Frozen units take 50% normal damage
    2. Unit size:
    When choosing what unit to counter another with it is important to pay attention to the unit's attack, and the unit's size. By choosing the correct counter for a given unit you can save time and power. It works as such. A units size determines the best effective attack against it. If your unit's attack size matches the enemies unit size then your unit will do on average 50% more damage. The same is true in reverse. Cards like lyrish knight, who is a medium sized unit with a high small attack are an excellent counter to small units since the majority of small units also posses a small attack which means that they will not receive the +50% damage vs your lyrish knight, but you will receive the +50% vs their small units.
    I have also done some testing on unit size to determine that the +50% is average, not the rule. XL units have a variety of attack animations, and while some prove more effective (up to +64%) other animations are less effective (44%) , so based on the luck of the draw,and how your unit wants to animate you could potentially be doing +64% damage to a unit with a size disadvantage vs your attack depending on the animation (Axe chop, two handed blow, horn sweep, stomp, etc. Most xl units have 5-6 attack animations depending on the size of their foe.
    Stampede:
    XL units can stampede small and medium units: Knocking back and doing 10 dmg to each squad member.
    L units can stampede small units: Knocking back and doing 10 dmg to each squad member.
    3. Legendary Cards - Promo cards
    Legendary cards like Ravenheart can be played with their promotional version to bypass the legendary unit limit.
    Promo cards of existing units are considered different from the non-promo version for the purpose of buffing such as motivate.
    4. Void and Power
    90% of a units actual power cost is returned in void power from suicidal units. This is effected from breeding grounds thus instead of refunding 90 power from a 100 power skyfire drake it will return 90% of the actual ammount of power it took to summon in the unit. Eg. U3 breeding grounds = 30% Thus making skyfire U3 cost 70 power instead of 100, the void gained on a suicide of that unit is then 63 (90% of 70).
    Power enhancing structures such as Juice tank and Resource booster will both effect your own power wells (and stack effects), but they will not effect allied/enemy wells.
    Breeding grounds: The effected power savings (15%-30%) will work for allies summoning in the effective area, saving them a portion of the summoning cost.
    Orbs: Each orb costs 100 power + a one time power fee for each tier after the first.
    100+50 = T2
    100+150= T3
    100+ 200 = T4
    If the wrong orb is accidentally built, destroying the orb before its completion will result in 75 power of the 100 being refunded.
    5. Corpses/Corpse Gathering
    When using something like embalmer's shrine's special ability it will effect all friendly units corpse gathering abilities as well.
    Corpses last approximately 17 seconds before they vanish, so time those Undead armies, and harvesters appropriately.
    6. Walls:
    Important things to remember are that XL units and Buildings can be targeted through a wall while S, M, L units can only be temporarily targeted by other S,M,L units if they were visible through a hole in the wall or, if the gate was down. Only XL units and buildings can attack S, M, L units over a wall unless the unit attempting to fire is placed on the wall defensively.
    All small units can be placed on walls, this includes melee units. While they cannot attack, they do provide something else for enemy units to focus on, thus reducing damage on the walls overall.
    Snapjaw, being a small unit but with a squad of 4 can compact more units onto a group of wall segments than the other 6 member squads. A two segment wall can house 3 units of snapjaws while only being able to support 2 units of 6 member squads such as master archers.
    7. Rage:
    Rage abilitiy will allow a unit to do up to 4 times (400%) its normal damage when fully enraged. To maintain this most rage units must attack every 5 seconds, while Fire dragon must only attack every 10 seconds.
    8. PvP
    In collection battles awards are given as such
    Battle Tokens = 2 for matches lasting at least 2:31
    Battle Tokens = 3 for matches lasting at least 8:31
    Battle Tokens = 4 for matches lasting at least 11:31
    Battle Tokens = 6 for matches lasting at least 14:31
    The loser is awarded half of this number rounded down to the nearest whole.
    For tome matches: i'm pretty sure it's just double the normal tokens, but maxed at 9 tokens. (i.e. you get 8 tokens when you would get 4 in collection games, and 9, when you would get 6)
    ** UPDATE 2009.12.02. **
    LOOTER
    - it only works versus buildings that your opponent built, not including wells and orbs.
    - you get a certain percentage (i think it's 40% at U0) of the buildings powercost as extra power into your usable power pool if you completely destroy the building just with units that have the looter ability.
    - you don't get that power in one big bunch when the building is destroyed, but rather every time you damage the building, you get a small part of it.
    - so if a building has 1000 health points, and you make 100 damage to it with your looters, you will get 4% of the buildings power cost.
    - the opponent will still get 90% void, so the power is not "stolen" but additionally granted.
    - normally you won't have many opportunities to use this ability, but if your opponent loves to spam buildings, you can make a lot of extra power with this.
    ** UPDATE 2009.12.07. **
    UPGRADE COSTS
    ............. U1 ...... U2 ..... U3
    Common ...... 50 ..... 250 .... 500
    Uncommon ... 150 ..... 500 ... 1000
    Rare ....... 400 .... 1000 ... 3000
    Ultra rare . 800 .... 2000 ... 6000
    ** UPDATE 2009.12.09. **
    The Root Network
    A lot of people really don't understand how the root network works, and don't get to use it at it's full potential.
    It is actually fairly simple to use and if done properly can make for one of the best defenses in the game in most situations.
    How does it work ---
    The following cards have the Root ability...
    Living Tower
    SpikeRoot
    Thornbark
    Razorleaf
    Howling Shrine (tainted and gifted)
    Spore Launcher
    And two support buildings
    Root Nexus (gifted and blessed)
    The buildings are automatically rooted but the units have the ability to become rooted (immobile) and gain special attacks, and can be un-rooted and moved to a new area. You will know they are connected when a faint green colored line connects between the units, as long as they are linked to one unit in a network they will be connected to the whole network. You must be outside the linking range and have seperate units not connected the to first network in any way to have a second seperate network.
    Every rooted unit/structure that becomes part of a root network supports the other units in it by boosting attack power and or speed. However the most important part of this function to know is that if a unit or structure is attacking, it -does not- add its power to the network i.e. only unit/structures that are idle will add their power and boost ONE of the linked attacking units -unless- the root network is maxed out (for a level 3 upgrade that is 11 linked units) then any additional units will add power to a second attacker.
    Only one unit per network can receive a power boost (unless network is maxed out for that unit with additional supporters for secondary unit), this is determined by the attacker closest to the network.
    Example:
    Two Spikeroots one in front of the other, connected to 7 living Towers.
    The spikeroot in front will have the attack boost, until enemy units move into range of the second spikeroot, as soon as he starts attacking the first spikeroot will lose and bonus and now the New attacker closest to the network will receive a power boost.
    If the enemy units move beyond the spikeroots and engage the living towers, then all power boosts will be lost. This is part of what makes root nexus so potent and useful in a root network. Root Nexus does not contribute OR subtract from the root network, it does however connect units, allowing you to have a large group of stationary towers, and keep using their power by moving your unit(s) and creating cheap root nexus buildings as you go. They also have useful abilities which they give to any unit connected directly to them.
    Gifted Root Nexus - Any unit connected directly to this structure will regenerate 2% of their life points every second
    Blessed Root Nexus - Any unit connected directly to this structure will take 25% less damage
    If you build one of each of the support structures at the edge of the root network (every 25m-ish)
    so that each root nexus takes less damage and regenerates health, then surround them with living towers in the center, and place your attacking units at the outside edges making sure everything has one of each nexus connected to it. You will have an entire defensive force (units and structures) all of which are self regenerating and take less damage from attacks, meaning no repairing, and in some cases, no healing required.
    This strategy is for example perfect for defending the gold wagon on Bad Harvest, using razorleaf for attack. You don't even need to bother destroying the cannons because your defenses will regenerate themselves and take less damage from them.
    At this present time it seems that Howling shrine doesn't work as the description states ( 4 turrets each deal 325 damage written on the card) yet no matter how many supporters it only fires one turret.
    However each one has a special ability, gifted paralyzes an attacker tainted roots them. on a maxed network they activate this special nearly every second if you place the rooter out front it will hold and attack enemies and with the paralyzer behind any that get through the roots will then be paralyzed and attacked, they can be powerful or just used as another structure supporter. At this time though the damage they deal however is minimal (seems to be glitched).
    Mark of the keeper works well with root network as well, providing some defense and preventing special attacks like disintegration or paralysis that can shut down heavy damage linked attackers.
    Combined with breeding grounds you can create a mass of unit supporters and create an entirely mobile root network, which turns it into a more effective offensive weapon. This is where Thornbark really shines, it gives you extra network supporters to work with and provides mobile anti air support since Spikeroot attacks ground units only. A razorleaf out front with an equal mix of spikeroots and thornbarks can make a powerful offensive force, anti air, heavy attack and support ground fire all in one if things start to look bad you can pull your razorleaf back to a defending network while your other units create a wall for it's escape.
    PVE Random Loot List
    Difficulty 1: 0 Honor Tokens, 0 Victory Tokens, 2 Battle Tokens about 3minutes
    Difficulty 2: 0 Honor Tokens, 0 Victory Tokens, 3 Battle Tokens about 4-5minutes
    Difficulty 3: 0 Honor Tokens, 0 Victory Tokens, 4 Battle Tokens
    Difficulty 4: 0 Honor Tokens, 1 Victory Tokens, 6 Battle Tokens
    Difficulty 5: 1 Honor Tokens, 2 Victory Tokens, 10 Battle Tokens
    Difficulty 6: 2 Honor Tokens, 3 Victory Tokens, 15 Battle Tokens 16 minutes
    Difficulty 7: 3 Honor Tokens, 4 Victory Tokens, 20 Battle Tokens 19 minutes
    Difficulty 8: 4 Honor Tokens, 6 Victory Tokens, 30 Battle Tokens 600 XP 22 minutes
    Difficulty 9: 5 Honor Tokens, 7 Victory Tokens, 40 Battle Tokens 900 XP 22 minutes
    Difficulty 10: 6 Honor Tokens, 8 Victory Tokens, 50 Battle Tokens 1125 XP 42 minutes
    MELEE ATTACK
    There is a cap on the number of melee creatures that can attack an opposing creature. Actual numbers depend on size of the attackers and size of the defenders.
    First i would like to define 3 different melee attack classes:
    * Normal (most M and S size creatures, with M counting twice as much as S)
    * Reach (some M and S size creatures, with counting M twice as much as S)
    * Huge (all L and XL size creatures, with XL counting twice as much as L)
    The following creatures are in the Reach class:
    * Spearmen
    * Ghostspears
    * Mauler
    * Drones
    * Phalanx
    * Imperials
    * Lyrish Knight
    * Silverwind Lancers
    * Ice Guardian
    * Wrecker
    * Enforcer
    * Scythe Fiends
    * Giant Slayer
    * Executor
    * Shadow Insect
    Note that both Nomad and Dreadcharger are not in this class even though they use lances!
    And now the caps on the numbers of melee attackers for creatures of different sizes:
    * a single S creature can be attacked by at most 4 Normal, 6 Reach and 2 Huge attackers
    * a single M creature can be attacked by at most 6 Normal, 10 Reach and 2 Huge attackers
    * a single L creature can be attacked by at most 8 Normal, 12 Reach and 4 Huge attackers
    * a single XL creature can be attacked by at most 12 Normal, 14 Reach and 6 Huge attackers
    Similar mechanics apply to melee attacks against buildings, but the number of attackers seem depend on the footprint size of the buildings.
    OTHER
    * Disintegrated targets doesn't revive with second chance or promise of life.
    * Reducing damage effects like life weaving or freezed also reduce damage from self damage like instability or blood healing. However, self-damage from disintegrating (shadow worm) can't be reduced.
    * Soulshatter's secondary effect doesn't trigger from death of air units.
    * Bandit walker doesn't count as XL unit (units with XL attack doesn't do more damage vs them). Construct does.
    * Buffs like unholy power/hero/motivate increase damage from shadow mage's foul play, but only if buffs are here when bomb explodes, not when bomb planted.
    * Damage to allies from wrathgazer's pain link calculated before his resilience or any other reductions.
    * Overlord can store corpses up to X points (max hp - current hp = X), then he use them to regenerate even if there are no more corpses around.
    * Armored tower's active ability works on buildings under construction.
    * Defenders, Commandos and Darkelves get thier range decreased when activating ability.
    * Pve Units and buildings of Lost Souls cant be controlled by f.e. mattermastery or mindcontrolled and so on.
    DISINTEGRATION
    upgrade lvl / disintegration rate(hp/sec) / hp loss(per sec per unit)
    disintegration rate of 100 means it can disintegrate unit with 1000 hp in 10 seconds.
    Church of negation
    U0 / 80 / 60
    U1 / 85 / 60
    U2 / 90 / 50
    U3 / 100 / 50
    Wrathgazer
    U0 / 135 / -
    U3 / 150 / -
    Shadow worm
    U0 / 110 / 70
    U1 / 115 / 60
    U2 / 125 / 50
    U3 / 150 / 45
  10. SunWu II. liked a post in a topic by Ultrakool in Introducing .. The entire team !   
    I guess this is a bit overdue now but better late than never  . I'm Will or otherwise known on-the-line as Ultrakool. I'm from Vietnam, currently living in Germany. It was a silly name I chose a long long time ago for BF and it kinda just stuck. Now basically I use that name in every single online game I play(It comes with putting up with those jokes about my name :D). I enjoy mostly PvP in BattleForge, but back in the days didn't take it so seriously, being younger and all. PvE is fun too but not my main interest. I remember back in the days, getting into BattleForge because of a friend, then he left after several months but I stuck with it on and off until the unfortunate demise in 2013. Like many others here, it was a game I always come back too, even after taking a lot and rather long breaks. In addition to playing the game, I was also involved with the battleforge forums, in the trade section mostly, but in other sections too. Furthermore I was also asked to be a moderator in a fan-made forum by a Dutch person who was known as Lithaladin. I was so involved with the game and the community in fact that, after the game was shut down, were invited to join a Skype Group by MrXLink I think. I wasn't ALL too active in it, but I remember sometimes popping in to reminisce the good ol' days. I moved on to other games but none could compare to BF. Furthermore, I really came to appreciate the community that is BattleForge, mostly compromising of happy and helpful individuals. Compared to other games, playing and conversing in the battleforge community was a breath of fresh air.

    Never did I know that I would ever even breath that fresh air again. Alas, the wonderful surprise came when MrXLink linked the new forums in the Skype chat of veterans from BF. Joined the forums few days after it was made and the rest was history. At first it was just @Ladadoos and me spamming for our lives, but people quickly joined. 100,200,1000,5 000,10 000, and now a whooping 57 665. Fast forward to March 2018, when I was (sorta) asked to become Moderator, I was elated, this was my chance to contribute to the wonderful unique BF community I know and love, that never could compare to any other. Being here over the years ( Project started in June 2015) there has been many ups and downs, many lulls, I've witnessed many iterations of the game development, 2 servers, going from only having access to the forge in techinical alpha, to being able to load up maps and entering games, and now with thousands of skylords being able to connect at once. We have improved steadily, and while progress might seem slow sometimes: (The usual reasons of this being a volunteer project and all), like me and thousands of you out there, we always come back to BF, and progress will be achieved once again. The project may slow, but it will never stop. Some time soon I hope to be able to meet you guys in the forge after the reset we have planned! Don't lose hope! Also dont shy away from dropping me PMs if you need anything at all, I'm always happy to help.

    Ultra
  11. DarcReaver liked a post in a topic by SunWu II. in nerf amii monument   
    How exactly does amii monument add variety in T4? If you want to say it makes 5 orb decks possible, this maybe the case but nobody does that, haven't seen it in hundred of rPVEs.
  12. synthc liked a post in a topic by SunWu II. in Synthc's Balance Proposal   
    On the topic of balancing one or several cards at a time:
    It has to be remembered that a lot of cards are essential to more than one faction. I have a fear of people only looking at the main matchups (lost, pure fire, fire/nature...) and making matchups worse by not thinking about every single matchup wich is affected by a change. Imo balancing the game without a ,,3 steps forward, 2 steps back'' pace can only be done with multiple changes at a time. How else do you want to balance cards that are in top tier and lowest tier decks at the same time?
  13. SunWu II. liked a post in a topic by RadicalX in Shadow Mage spam + Green Nether Warp counterplay?   
    To give you an answer to some of your questions and some general information: 
    -> The buff gets applied to all units near the entrance zone, the exit zone does not affect units at all
    -> There are 2 effects applied by nether warp: Port immunity & the specific healing or slow effect dependend on affinity
    -> There is an instant healing tic once the buff gets applied which is the main reason for this interaction
    -> The buff refreshes every second always applying this instant tic which doubles the healing speed
    -> The max healing per target gets increased from 200 to 960.
    Intended healing: Instant starting tick + 4 ticks per 2 seconds (+200 hp over 8 seconds)
    Maximum healing: 20 starting ticks (1 per second) + 4 ticks per 2s (+960 hp over 28 seconds) 
    The speed is twice as fast, but due to the constant refreshes the duration also gets extended by 20 seconds making the healing even more valuable. 
    -> Cards like Incredible Mo or Green dryad suppress the port immunity, but healing is not affected by this 
    -> Card descriptions are bad in general. There are so many missing information like damage caps for Shadow spells (even Nether Warp has an unmentioned healing cap). I could probably name more than 100 "Features" in this game that do have an effect onto the overall gameplay.
    About the balancing question: In in the current high elo environment a change is not necessary. Lyrish Nasty, Amii Phantom spam, War Eagle scream, Lavafield, Razorshard/Stonetempest are sufficient answers to this specific combo. Pure Nature ends up getting destroyed, but that is more due to the awful T1 conditions. You always lose on tempo unless the enemy makes a mistake early on and Magespam is just really good at snowballing leads. 
    The stategy is easy to use, very oppressive and unfun to play against though, so from a mid to low elo standpoint a change could be reasonable. 
     
     
  14. indubitablement liked a post in a topic by SunWu II. in Balance changes to game   
    That's not exactly the case with aggressor. It's not conseidered too weak in higher rankings, it's more of a unit with a special task wich can also be done by other units (countering L units). It is used as L counter wich is costly but therefor perma CCs things that could otherwise get annoying for stonekin like skyfire drakes, war eagles, mounties...
    Anyway imo the main reason why balancing is impossible for lowranks is that there is no meta. A pure fire deck in higher rankings is mostly the same except 2 or 3 cards. That's just the deckcomposition endless players found out to be the strongest in endless games. Now pure fire in low ranks might be something totally crazy and unefficent, maybe it has T4, maybe it has no spells at all, just 20 units...how are you gonna balance THAT? Players in these ranks don't know about hte countersystem, voidpower, how losing a well or an orb makes you lose power permanently. Once they learn those things they normally move to higher ranks.
  15. indubitablement liked a post in a topic by SunWu II. in Balance changes to game   
    That's not exactly the case with aggressor. It's not conseidered too weak in higher rankings, it's more of a unit with a special task wich can also be done by other units (countering L units). It is used as L counter wich is costly but therefor perma CCs things that could otherwise get annoying for stonekin like skyfire drakes, war eagles, mounties...
    Anyway imo the main reason why balancing is impossible for lowranks is that there is no meta. A pure fire deck in higher rankings is mostly the same except 2 or 3 cards. That's just the deckcomposition endless players found out to be the strongest in endless games. Now pure fire in low ranks might be something totally crazy and unefficent, maybe it has T4, maybe it has no spells at all, just 20 units...how are you gonna balance THAT? Players in these ranks don't know about hte countersystem, voidpower, how losing a well or an orb makes you lose power permanently. Once they learn those things they normally move to higher ranks.
  16. Halis liked a post in a topic by SunWu II. in Balance changes to game   
    There is no balance in low level PVP play. Players use the cards they know are strong in PVE. Then they see their 50 power units getting knocked back by an 150 power aggressor and then think aggressor is OP (wich of course is not). Balancing is impossible for this level of skill (if you want to balance it for the toplevel of skill at the same time)
  17. indubitablement liked a post in a topic by SunWu II. in Balance changes to game   
    That's not exactly the case with aggressor. It's not conseidered too weak in higher rankings, it's more of a unit with a special task wich can also be done by other units (countering L units). It is used as L counter wich is costly but therefor perma CCs things that could otherwise get annoying for stonekin like skyfire drakes, war eagles, mounties...
    Anyway imo the main reason why balancing is impossible for lowranks is that there is no meta. A pure fire deck in higher rankings is mostly the same except 2 or 3 cards. That's just the deckcomposition endless players found out to be the strongest in endless games. Now pure fire in low ranks might be something totally crazy and unefficent, maybe it has T4, maybe it has no spells at all, just 20 units...how are you gonna balance THAT? Players in these ranks don't know about hte countersystem, voidpower, how losing a well or an orb makes you lose power permanently. Once they learn those things they normally move to higher ranks.
  18. Halis liked a post in a topic by SunWu II. in Balance changes to game   
    There is no balance in low level PVP play. Players use the cards they know are strong in PVE. Then they see their 50 power units getting knocked back by an 150 power aggressor and then think aggressor is OP (wich of course is not). Balancing is impossible for this level of skill (if you want to balance it for the toplevel of skill at the same time)
  19. Ultrakool liked a post in a topic by SunWu II. in Balance changes to game   
    Can this thread get a little less hostile?
    I also don't agree with Deldrimor when he equals a high pvp rank with an ability to handle balancing decissions.
    Here are some prime (pun not intended) examples of what i mean:
    ,,main tire was nature T1 cause its strongest''
    ,,if the player knows how to play and got the skills he can counter anything so pls cut it out... stop cry about cliffdancer''
    ,,bandits is absolut underrated''
    These are quotes from top 10 players from this forum. They aren't all great at theocrafting like some might think.
    (and i don't care for the bad spelling, it's only the content of theses quotes wich scares me)
  20. Ultrakool liked a post in a topic by SunWu II. in Balance changes to game   
    Can this thread get a little less hostile?
    I also don't agree with Deldrimor when he equals a high pvp rank with an ability to handle balancing decissions.
    Here are some prime (pun not intended) examples of what i mean:
    ,,main tire was nature T1 cause its strongest''
    ,,if the player knows how to play and got the skills he can counter anything so pls cut it out... stop cry about cliffdancer''
    ,,bandits is absolut underrated''
    These are quotes from top 10 players from this forum. They aren't all great at theocrafting like some might think.
    (and i don't care for the bad spelling, it's only the content of theses quotes wich scares me)
  21. SunWu II. liked a post in a topic by WindHunter in Balance changes to game   
    Can we stop spamming the thread on this subject so we can talk about other things without it getting drowned by this? Kubik has already said he is making the change, and you guys are just throwing a lot of words at the wall saying the same thing other and other again without understanding his reasoning. 
    Kubik I am suddenly understanding your reasoning for discord a lot more.
    Also, from earlier, will you be able to add/remove unit abilities like Steadfast, Swift, and Slow easily or is that too complicated for now?
  22. LagOps liked a post in a topic by SunWu II. in Balance changes to game   
    Relatively. in 2013 it was better than 2009, but only because it was made better step by step.
    Sometimes the Greeks are 95 % of players, then we should consider making 5% a little less happy for the greater good. This is how it was always done in the history of Battleforge balancing.
    Me, too. But not necessarily topplayer by rank, but moreso by rank and the ability to explain things and have a balance discussion. Some topplayers views on balance are straight simpleminded.
    So if we nerf cursewell for example every tactic for speedruns is useless? You're dramatising. Some tactics would become useless, some would be created. But the overlap between speedrun - and pvp cards isn't as big as you want ot make it seem.
    Historically balancing in BF was always done regarding toplevel play, wich makes sense cause this is where games are decided mostly by deckstrength and not bad decisions, micro mistakes and missing knowledge. It would also be impossible to balance cards for all skilllevels. It's literally easier to learn how to build the right deck, watch replays of topplayers and train then to have every card balanced to your skillevel.
  23. Treim liked a post in a topic by SunWu II. in Balance changes to game   
    https://forum.skylords.eu/index.php?/profile/2579-imaginarynumb3r/ ?
  24. SunWu II. liked a post in a topic by RadicalX in Balance changes to game   
    I think a set of balancing changes would be able to influence both PvP and PvE in a positive way.
    PvE casual: 
    From my perspective the casual player benefits from changes because it would open up more variety and playable decks. Splash decks are able to do everything (and even more) compared to pure and faction based decks making them underwhelming to play. Also by having all core advantages that factions provide (Crowd Control, Void Manipulation, Charge Manipulation, damage reductions and healing combined with a mobile high dps unit composition) you don't have to play as a team in order to suceed. I think every faction should get more unique strengths. In addition to that some dead abilities could be fixed by small changes to make them more useful and units more interactive. Right now you usually lose tempo and dps in most fights as abilities are expensive with a high cast time and low to medium effects. 
     
    PvE Speedrunning: 
    I think the only negative aspect regarding balaning would be within the PvE speedrun setting. They want to have a fair competition and with constant changes around cards this aspect is not given anymore for cPvE alltime records. Certain nerfs may weaken current strategies and certain buffs may open up new superior ones. 
    By looking at the games history I think nerfs regarding PvE were justified and made the game a little bit healthier overall. Lost Spirit Ship, Second Chance, FoF+ embalmer + Splicer void manipulation fixes were good first steps. Overall I think some changes do make speedrunning more interesting as it forces people to create new strategies and not play current ones to perfection to get extra seconds. I'd clearly like to see the new T4 strategies without Batariel & LSS being super dominant. That may just be my opinion though. 
    In the case where changes are applied they should be brought up in a way that allows speedrunners to have a fair competition: 
    -> If changes are applied please do it at the start of the month to allow a fair competition. If there is some big nerf applied in the middle of a month records aren't comparable anymore. 
     
    PvP 
    I think there is a crystal clear consenous, that PvP players want changes. But we need to be very cautious about who is in charge of those changes. I don't think being at the top of the ladder directly qualifies a person to work on healthy balancing ideas. I've seen very questionable balancing ideas from people, that are reasonably high in the ladder. Majority votes also lead to some terrible decisions by EA back then. Alot of things need to be discussed in order to find the correct cards that need to be changed and also find healthy changes. 
     
    I think the forum is the best place to discuss changes to have an open discussion due to better visibility of older posts. 
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